Search results for "Persona"
showing 10 items of 4542 documents
Combining Supervised and Unsupervised Learning to Discover Emotional Classes
2017
Most previous work in emotion recognition has fixed the available classes in advance, and attempted to classify samples into one of these classes using a supervised learning approach. In this paper, we present preliminary work on combining supervised and unsupervised learning to discover potential latent classes which were not initially considered. To illustrate the potential of this hybrid approach, we have used a Self-Organizing Map (SOM) to organize a large number of Electroencephalogram (EEG) signals from subjects watching videos, according to their internal structure. Results suggest that a more useful labelling scheme could be produced by analysing the resulting topology in relation t…
Elaboración y validación biomecánica de un guante de protección para jugar a pelota valenciana. (Elaboration and biomechanical validation of a protec…
2012
ResumenLa pelota valenciana es uno de los antiguos juegos de pelota a mano que perdura en la Comunidad Valenciana. Para amortiguar los impactos de la pelota durante el golpeo, los jugadores se confeccionan sus propias protecciones. En torno a ellas existen diversos factores que dificultan la práctica segura y eficaz de este deporte: el excesivo tiempo empleado en su elaboración, el elevado número de lesiones que sufren en las manos o el inadecuado control de la pelota que consiguen. En base a esto y a la inexistencia de un equipamiento deportivo específico para la mano, se ha desarrollado y validado un guante para intentar solventar estos inconvenientes. En la validación biomecánica se comp…
Mathematical Learning Opportunities in Kindergarten through the Use of Digital Tools: Affordances and Constraints
2013
Accepted version of an article in the journal: Nordic Journal of Digital Literacy. Also available from the publisher at: http://www.idunn.no/ts/dk/2013/03/mathematical_learning_opportunities_in_kindergarten_through This study aims at scrutinising the mathematical learning opportunities of children engaging with digital tools and the emerging affordances and constraints faced in such settings. By adopting a sociocultural perspective on learning and development, the multimodal analysis of the adult-child interaction shows that the children are participants in processes of appropriating the mathematical concepts of sorting and counting. Affordances are taken advantage of by the adults and cons…
Exploiting Cognitive Architectures to design Storytelling Activities for NarRob
2020
In this work, we exploited the potential of a cognitive architecture to model the characters of a story in an interactive storytelling system. The system is accessible through NarRob, a humanoid social robot, able to manage storytelling activities aimed at improving the emotional and social skills of children, also adding expressiveness to the narration by using proper associate gestures and emotional expressions. Our main goal was to implement the cognitive processes of the agents interpreted by the robot within an environment coinciding with a narrative context. The narrated story is largely inspired by the "FearNot!" game, where in our system, we modeled the cognitive processes elaborate…
Fuzzy Logic Based Security Trust Evaluation for IoT Environments
2019
In the new technological era called the Internet of Things (IoT), people, machines and objects communicate with each other via the Internet by exchanging information. In this context, trust plays an important role and is considered as a key factor in the success of the IoT services expansion. IoT services and applications use in some cases data concerning the privacy of their users. Consequently, users should trust the entities exchanging their personal information. In this paper, we present a framework that evaluates the security trust level of IoT nodes based on a Fuzzy Logic model using different input parameters such as Device Physical Security, Device Security Level and Device Ownershi…
How to Define Games and Why We Need to
2019
This article provides guidelines on how to make useful game definitions and discusses when that is a worthwhile undertaking. It examines a recent article attempting to define videogames (Bergonse in Comput Games J 6(4):239–255, 2017. https://doi.org/10.1007/s40869-017-0045-4), and uses it as an example to discuss game definitions in general. It concludes with reasons why making a final definition of games is not possible and why we need to continue to define games. peerReviewed
Building emotional agents for strategic decision making
2015
Experimental economics has many works that demonstrate the influence of emotions and affective issues on the process of human strategic decision making. Personality, emotions and mood produce biases on what would be considered the strategic solution (Nash equilibrium) to many games. %CAMBIO% Thus considering these issues on simulations of human behavior may produce results more aligned with real situations. We think that computational agents are a suitable %CAMBIO% technology to simulate such phenomena. We propose to use O3A, an Open Affective Agent Architecture to model rational and affective agents, in order to perform simulations where agents must take decisions as close as possible to h…
Relation between adaptive learning actions and profiles of MOOCs users
2016
The overcrowding and the heterogeneity of participants' profiles in a Massive Open Online Course (MOOC) are some of the main causes for a high dropout rate. International reports and research works points out the personalized learning as an important way to improve learning in any educational context. The information and communication technologies help to address adaptive technics in education through online courses. The specific characteristics of MOOCs point to the need to implement adaptive methodologies in MOOCs to increase the completion rates. This work presents a statistical analysis to find out in what aspects the condition of adaptivity, defined by the construct, is a preference of…
Digital communication environments in the workplace
2019
Digital communication environments consist of various kinds of communication technologies and collaboration platforms. These enable employees to communicate through text, audio, video, and graphics, often in an open and networked way. Complementing the popular stand-alone communication tools regularly used in workplaces, such as email and instant messaging, digital communication environments enable the sharing, editing, and storing of information publicly within the organization and sometimes externally among its stakeholders. This chapter reviews and analyzes digital communication environments as well as their affordances and constraints for communication and social interaction in the work…
Semiautomatic Behavioral Change-Point Detection: A Case Study Analyzing Children Interactions With a Social Agent
2021
The study of human behaviors in cognitive sciences provides clues to understand and describe people’s personal and interpersonal functioning. In particular, the temporal analysis of behavioral dynamics can be a powerful tool to reveal events, correlations and causalities but also to discover abnormal behaviors. However, the annotation of these dynamics can be expensive in terms of temporal and human resources. To tackle this challenge, this paper proposes a methodology to semi-automatically annotate behavioral data. Behavioral dynamics can be expressed as sequences of simple dynamical processes: transitions between such processes are generally known as change-points. This paper describes th…